Project – Boom Boom Football

All of the gameplay is captured directly from an iPhone 6. I was in charge of the lighting, shaders and vfx on this project. I also performed a lot of profiling and optimization tasks. Boom Boom Soccer and Football shared all the shader code, so the two projects are very similar in that regard. I spent a lot of time establishing a new look for boom boom soccer and football was built on that foundation.

The game utilizes high dynamic range rendering with tonemapping, unsharp mask, depth of field, colorgrading, bloom, Image based pseudo lens flares, signed distance field text and decals (The stadium field lines, facial paint and jersey numbers on the players, PCF 4×4 shadows, multi step parallax mapped grass, ramp shading with blinn specular, sphere reflection mapping for character shading on the cards and reflections on the helmets, RGBM encoded hdr lightmaps, height and distance based fog with pseudo sun light scattering and a whole lot more. The shaders were designed to be very scalable and scaled from the iPhone 4s spec to the iPhone 6. They utilized every bit of rendering power all the devices under that umbrella had to offer.